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Sculptor

Warforged Race
Cascano-Magus Monk Origin
Wizard - Necromancer 3 Class & Level
Neutral Evil? Alignment
Teycon Deity
Faction
Rank/Position
Loyalty
Company

Strength 11
+0
Dexterity 14
+2
constitution 17
+3
intelligence 17
+3
wisdom 11
+0
charisma 10
+0
Total Hit Dice 2
Hit Die
1d6+3
+2 proficiency bonus
+0 Strength
+2 Dexterity
+3 Constitution
+5 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+2 Acrobatics
+0 Animal Handling
+5 Arcana
+0 Athletics
+0 Deception
+5 History
+0 Insight
+0 Intimidation
+5 Investigation
+0 Martial
+2 Medicine
+5 Nature
+0 Perception
+0 Performance
+0 Persuasion
+3 Religion
+2 Sleight of Hands
+2 Stealth
+0 Survival
skills

 

MV

Prestige

Attunement Slots
13
Armor Class
16
Hit Points
+2
Initiative
30
Speed
WeaponAttackDamage
Dagger 1d20+4 1d4+2
Staff 1d20+2 1d6
Attacks
Arms & Armor
Armor:None
Daggers, darts, slings, quarterstaffs, light crossbows

Saving throws
Intelligence, Wisdom

 

Skills
Arcana, History, Investigation, Medicine, Nature

Languages
Common, Elvish

Tools and Instruments
Calligrapher's Supplies


Proficiences
Save DC =13
Attack mod = +5

Cantrips
Chill Touch
Mage Hand
Message


1st Level Spells
Detect Magic
Feather Fall
Find Familiar
Identify
Mage Armor
Magic Missile
Ray of Sickness
Shield


2nd Level Spells
Hold Person
Dragon's Breath

Spellcasting
Weapons

Dagger, Staff


Consumables

Adventure Gear
Scholar's Pack


Tools and instruments

Calligrapher's Supplies

Equipment
Mad Man
Stat Array
Magus Monk
Proficiency in Arcana. Advantage on concentration checks to maintain spells that require concentration.


Constructed Resilience
You were created to have remarkable fortitude, represented by the following benefits:

You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
You don’t need to eat, drink, or breathe.
You are immune to disease.
You don’t need to sleep, and magic can’t put you to sleep.

Integrated Protection
Your body has built-in defensive layers, which can be enhanced with armor:

You gain a +1 bonus to Armor Class.
You can don only armor with which you have proficiency. To don armor other than a shield, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
While you live, the armor incorporated into your body can’t be removed against your will.

Class/Racial Features & Traits

The statblocks of your Weapons, armor and other important/magical equipment

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


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